The Sprite Skin runtime component ties this all together to drive sprite deformation. This package includes a Skinning Editor module in the Sprite Editor window for creating and editing bones, manual & automatic mesh tessellation as well as skin weights generation and painting. The 2D Animation package adds tooling for rigging a sprite for skeletal animation. We will continue to add new functionality and these features will be clearly marked as experimental to distinguish it from the more stable features. This means that the 2D Animation package is stable and will receive regular bug fixes. Not a big deal though.įrom 2019.3 onwards the 2D Animation package is out of preview and verified. It's fine ingame or if I click "reset/default pose", but it's a bit irritating. My model pose in-editor will often bug out. Does this also happen if I use photoshop? Why are PSBs necessary? Does anyone have a workflow to allow updating the sprites without having to redo all the IK stuff?ģ. When I need to update the sprite, it completely breaks all of the IK I've setup and often has weird side effects like moving every sprite to the corner in the skinning editor. I'm using gimp and exporting to photoshop, then changing the extension to PSB. I don't even understand why it's rotated 90 degrees in the first place - All my sprites in the PSB are rotated properly.Ģ. It looks fine obviously, but I need to move the head for procedural animation, meaning I need to modify things to move relative to its local rotation. My "head" bone's rotation is set 90 degrees for some strange reason despite it being upright in the PSB. I have no control over the rotation of my bones. While I'm loving the new 2D animation package, I have some major pain points:ġ.
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